Fire Emblem - Page 14
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chocorush
694 Posts
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TheYango
United States47024 Posts
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lestye
United States4149 Posts
On March 01 2016 10:27 TheYango wrote: Revelations is just less value overall than the other two routes in general. BUT THE CLOSURE!!! | ||
Frudgey
Canada3367 Posts
I have a feeling that I'll get Revelations and then end up enjoying it more than Conquest, leading Yango to never speak to me again. Gods know we disagree on many things already haha. On a more serious note, I do want Revelations for the closure. Birthright I'm to keen on getting because I won't be able to use all of those lovable Conquest characters. EDIT: Hey I also had a question - I know that people here weren't too hot on Mozu, but what about using any children of Mozu? I was just asking because they'd get Aptitude, and then they'd have some decent growth rates, which might make them using. Thoughts? | ||
TheYango
United States47024 Posts
Best candidates for this are like early Paladin Jakob (just super powerful early game and can handle any Guard Stance partner cuz they activate Defender), Keaton (well-rounded offensive/defensive powerhouse that's just overall solid around his join time), and Niles (Niles is interesting because he loses short-term power from having a bad pair-up but gains a lot of long-term power from gaining Archer as a reclass option, and Nina becomes a lategame Ninja-murdering machine). There's also the kind of oddly well-matched pair of Arthur+Mozu. Most units really have no use for a pair-up bonus of +5 Skl +5 Luk which is what makes Mozu awkward to pair, but Arthur happens to be the one character in the game that desperately needs those 2 stats. The real draw is the resulting Percy, who is obviously insane with Aptitude. The tradeoff here is that the support grows far slower than Effie's and you have to always use Arthur as the front unit in the pair, which is kind of a waste when his pair up bonuses are so good. You also just kind of have to bench Effie or assign her to pair-up duty from the start because she ends up having no good Guard Stance partners (need Kaze) for a long time if Arthur has to always be with Mozu (which has to happen because of their slow support growth). | ||
Faruko
Chile34169 Posts
On March 01 2016 10:27 TheYango wrote: Revelations is just less value overall than the other two routes in general. It also cost 50% tho, so i guess its right. | ||
chocorush
694 Posts
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TheYango
United States47024 Posts
If you're actually using Mozu as a unit, your options open up a lot, especially since Archer actually gives useful pair-up bonuses (+2 Str/Skl/Spd as opposed to +3 Skl/Luk). | ||
Alventenie
United States2147 Posts
2 times I get to the end. Both times get screwed on RNG.... First time I actually kill the boss and all thats left is the pair unit. Hits a 30% chance for exact damage on Effie to die. This was likely my fault but the boss dodged 3 90%+ hits so I had to use every unit to kill them. 2nd time I get to the boss and they double Luna (~35-40% chance) back to back on avatar..... Like seriously this is frustrating for just stupid randomness. | ||
chocorush
694 Posts
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TheYango
United States47024 Posts
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yookstah
Australia655 Posts
Also, still no deets on PAL release? ![]() | ||
Cricketer12
United States13969 Posts
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chocorush
694 Posts
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TheYango
United States47024 Posts
24's firmly in the middle of lategame Birthright where the map design is not strategically interesting and just generally bad. I find it especially amusing how this map is kill boss, but is designed in a way where the player isn't incentivized to rush the boss, while chapter 23 would actually make sense as a kill boss map, but is instead a rout map with per-turn reinforcements deploying from opposite ends of the map (this only serves to annoy the player). | ||
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Kipsate
Netherlands45349 Posts
On March 02 2016 15:02 yookstah wrote: Sorry to go OT but Yango you're trippin' me with the Teemo -> Pugna swapperino Also, still no deets on PAL release? ![]() Atleast you can preorder a CE I can´t even do that. | ||
Cricketer12
United States13969 Posts
On March 02 2016 17:50 TheYango wrote: There's not much to Ch. 24, it's a large wide open map with no real interesting design features. You just have to slog through high-stat promoted enemies. A one-turn is probably possible because the boss is close enough that you could probably Rescue/double-dance your way there and cheese a Ryoma crit/Astra. The dominant strategy is to turtle though, because the map gives you no incentives to actually go fast. There are no side-objectives and reinforcements carrying droppable items actually *rewards* turtling long enough for them to appear. 24's firmly in the middle of lategame Birthright where the map design is not strategically interesting and just generally bad. I find it especially amusing how this map is kill boss, but is designed in a way where the player isn't incentivized to rush the boss, while chapter 23 would actually make sense as a kill boss map, but is instead a rout map with per-turn reinforcements deploying from opposite ends of the map (this only serves to annoy the player). Sorry, I meant Chap 23 not 24. But this and the previous comment are helpful nonetheless ^^ | ||
TheYango
United States47024 Posts
Even if you have slow foot units, you can probably use them to bait and kill the reinforcements that trickle in behind you, as long as you don't try to make them cross the wide middle stretch and have sufficient mounted units to advance and kill Camilla. | ||
Faruko
Chile34169 Posts
Thus game feels already better balanced than Awakeming ever did (and this is just from playing Birthright) so far, and i loved Awakening. Still too early, so maybe it brokes down later in the game lol | ||
TheYango
United States47024 Posts
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